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The Armoury
Long Axe
The Long Axe is a popular weapon in the northern reaches of
the Old World where it can be used to cut timber just as easily
as in warfare. These weapons function more through proper
leverage than through sheer weight, and how the weapon is
wielded will determine the potency of the weapon.
Models wielding a Long Axe may either swing it with two-hands,
which essentially makes it a great weapon (+2 to strength,
always swing last unless charging), or they may swing it with
one-hand, which instills a -1 saving throw modifier to the
opponents armor save. When wielded with one hand, the combatant
may use a shield.
A unit may swing the weapon with two-hands in one close combat
phase and then choose to use one hand in the next. However,
they may not use a shield during this combat as it is presumed
to be slung on their back, and the entire unit must use the
same swing method.
USING THE ARMY LIST
Army lists enable two players to choose armies of equal points
value to fight a battle, as described in the main body of
the Warhammer rules. The following list has been constructed
with this purpose in mind.
The list can also be used when playing specific scenarios,
either those described in the Warhammer rulebook or others,
including ones invented by the players. In this case, the
list provides a framework, which the players can adapt as
required. If you refer to the Scenarios section of the Warhammer
rulebook (pages 196-213), you'll find a variety of examples.
Army List Organization
The army list is divided into four sections:
Characters
Characters represent the most able, skilled and successful
individuals in your army. These form a vital and potent part
of your force.
Core Units
Core Units represent the most common warriors. They usually
form the bulk of the army and will often bear the brunt of
the fighting.
Special Units
Special Units are the best of your warriors and include common
engines of war. They are available to your army in limited
numbers.
Rare Units
Rare Units are so called because they are scarce compared
to your ordinary troops. They represent unique units, uncommon
creatures and unusual machines.
Choosing an army
Both players choose armies to the same
agreed points value. Most players find that 2,000 points is
about right for a battle to last an evening. This value is
the maximum number of points you can spend on your army. You
may find it is impossible to use up every last point. Most
2,000 point armies will therefore be something like 1,998
points or 1,999 points, but they are still '2,000' point armies
for the purposes of the game. You may not exceed, by any number,
the predetermined points value for a specific game.
Choosing characters
Characters are divided into two broad categories: Lords (the
most powerful characters) and Heroes (the rest). The maximum
number of characters an army can include is shown on the chart
below:
| Army Points |
Max. Total Characters
|
Max. Lords
|
Max. Heroes
|
| less than 2,000 |
3
|
0
|
3
|
| 2,000 or more |
4
|
1
|
4
|
| 3,000 or more |
6
|
2
|
6
|
| 4,000 or more |
8
|
3
|
8
|
| Each +1,000 |
+2
|
+1
|
+2
|
An army does not have to include the maximum
number of characters allowed. However, an army must always
include at least one character: the General. An army does
not have to include Lords, it can include all of its characters
as Heroes if you prefer. At the beginning of the battle, choose
one of your characters to be the General and make sure you
let your opponent know which one it is.
Choosing troops
Troops are divided into Core, Special and Rare units. The
number of each type of unit available depends on the army's
points value, indicated on the chart below:
Army Points Value Core Units Special Units Rare Units
| Army Points |
Core Units
|
Special Units
|
Rare Units
|
| less than 2,000 |
2+
|
0-3
|
0-1
|
| 2,000 or more |
3+
|
0-4
|
0-2
|
| 3,000 or more |
4+
|
0-5
|
0-3
|
| 4,000 or more |
5+
|
0-6
|
0-4
|
| Each +1,000 |
+1 minimum
|
0 to +1
|
0 to +1
|
In some cases other limitations may apply
to a particular kind of unit. This is specified in the unit
entry
Unit Entries
Profiles. The characteristic profiles for the troops
in each unit are given in the unit entry. Where several profiles
are required these are also given, even if they are optional.
Unit Sizes. Each entry specifies the minimum size for each
unit. In some cases units also have a maximum size.
Weapons and Armor. Each entry lists the standard weapons and
armor (if any) for that unit type. The value of these items
is included in the point value.
Armor Save. This is the armor save of the unit as it is described
under the weapons and armor section. Items purchased under
the options section may adjust the armor save.
Options. Lists the different weapons, armor and equipment
options for the unit and any additional points cost for taking
them. It may also include the option to upgrade a unit member
to a Champion (although often by another name), a Standard
Bearer or Musician. A Champion will have the same profile
as the rest of the unit, except he will have +1BS if he is
part of a unit armed with missile weapons. Otherwise, he will
have +1A.
Special Rules. Any Special rules pertaining to the troop type
are detailed under this section.
Lords
Lords are the most powerful characters in the army, and some
of the most potent fighters and magic users in the Warhammer
world. They are severely limited in number and are quite expensive,
but make the best army Generals.
| Lord |
Points/model: 80
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Lord |
4
|
5
|
5
|
4
|
4
|
3
|
5
|
3
|
9
|
| Warhorse |
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
| Bear |
4
|
3
|
0
|
5
|
4
|
2
|
3
|
2
|
6
|
| Griffon |
4
|
3
|
0
|
5
|
4
|
2
|
3
|
2
|
6
|
Equipment: Hand weapon.
Options:
· May choose a lance (+6 pts), a Long Axe (+10 pts),
or a pistol (+10 pts).
· May also choose either a bow (+10 pts), or a handgun
(+15 pts).
· May wear either light armor (+3 pts), or heavy armor
(+6 pts), and may also carry a shield (+3 pts).
· May ride a warhorse (+15 pts), which can have barding
(+6 pts), bear (+30 pts), or a Griffon (+200 pts).
· May choose magic items from the Common or Kislev
magic items lists, with a maximum total value of 100 pts.
Special Rules: A Griffon can fly, causes terror, and counts
as a large target. Unit Strength for a Griffon with rider
is 5. Bears cause fear. If they score a hit with both attacks
they may combine them into a single Strength 8 hit. These
attacks may only be used against opponents with a unit strength
of 2 or less.
Ice witches
Ice witches are very powerful snow maidens. They have a very
strong tie to the cold and icy lands of Kislev and wield terrifying
powers as they command the frost and the ice.
| Ice Witch |
Points/model: 180
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Ice Witch |
4
|
4
|
3
|
3
|
3
|
3
|
5
|
4
|
10
|
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
|
Driver & Sled
|
-
|
3
|
0
|
3
|
4
|
3
|
3
|
1
|
-
|
Equipment: Hand weapon.
Magic: An Ice Witch is a Level 3 Wizard. She uses spells from
the Lore of Ice spell list.
Options:
· May wear either light armor (+3 pts), or heavy armor
(+6 pts).
· If not wearing armor, she may be upgraded a Level
4 Wizard for +35 pts.
· May ride a warhorse (+15 pts), which can have barding
(+6 pts), or she may ride in a sled for +30 points.
· May choose magic items from the Common or Kislev
magic items lists, with a maximum total value of 100 pts.
Special Rules: The sled profile represents 1 sled with a driver,
pulled by 2 warhorses. Missile attacks on the sled will strike
the sled on a d6 roll of 1-4, and the Ice Witch on a 5+. In
Close Combat, the attacker may choose which target he will
strike at. The sled is not a chariot, and will not do impact
damage when it charges. It has a 5+ armor save.
Shaman Lord
While the female sorcerers study the ways of Ice Magic and
aspire to become an Ice Witch, the males study the lores of
the wilderness and become great Shamen.
| Shaman Lord |
Points/model: 175
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Shaman Lord |
4
|
3
|
3
|
3
|
4
|
3
|
3
|
1
|
8
|
| Warhorse |
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
| Bear |
4
|
3
|
0
|
5
|
4
|
2
|
3
|
2
|
6
|
Equipment: Hand weapon.
Magic: A Shaman Lord is a Level 3 Wizard. He may choose one
of the following Lores: Beasts, Heavens, Life.
Options:
· May be upgraded to a Level 4 Wizard for +35 points.
· May ride a warhorse (+15 pts), which can have barding
(+6 pts), or a Great Bear (+30 pts).
· May choose magic items from the Common or Kislev
magic items lists, with a maximum total value of 100 pts.
Special Rules: Bears cause fear. If they score a hit with
both attacks they may combine them into a single Strength
8 hit. These attacks may only be used against opponents with
a unit strength of 2 or less.
Heroes
Heroes are great fighters, and on the battlefield their presence
can swing a closely fought combat
One Hero in the army may carry a Battle Standard for +25 pts.
The Hero carrying the Battle Standard cannot choose any extra
weapons, nor can he use a shield.
If a Hero is carrying the Battle Standard, he can have any
magic banner from the Kislev or Common magic items lists (no
points limit), but if he carries a magic banner he cannot
carry any other magic items. The Battle Standard Bearer cannot
be your army's General.
| Hero |
Points/model: 50
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Lord |
4
|
5
|
5
|
4
|
4
|
2
|
5
|
3
|
8
|
| Warhorse |
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
| Bear |
4
|
3
|
0
|
5
|
4
|
2
|
3
|
2
|
6
|
Equipment: Hand weapon.
Options:
· May choose a lance (+4 pts), a Long Axe (+6 pts),
or a pistol (+7 pts).
· May also choose either a bow (+7 pts), or a handgun
(+10 pts).
· May wear either light armor (+2 pts), or heavy armor
(+4 pts), and may also carry a shield (+2 pts).
· May ride a warhorse (+10 pts), which can have barding
(+4 pts), or a Great Bear (+30 pts).
· May choose magic items from the Common or Kislev
magic items lists, with a maximum total value of 50 pts.
Special Rules: Great Bears cause fear. If they score a hit
with both attacks they may combine them into a single Strength
8 hit. These attacks may only be used against opponents with
a unit strength of 2 or less.
Shaman
While the female sorcerers study the ways of Ice Magic, the
males study the lores of the wilderness and become great Shamen.
| Shaman |
Points/model: 60
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Shaman |
4
|
3
|
3
|
3
|
3
|
2
|
3
|
1
|
7
|
| Warhorse |
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
Equipment: Hand weapon.
Magic: A Shaman is a Level 1 Wizard. He may only cast spells
from the Lore of Beasts.
Options:
· May be upgraded to a Level 2 Wizard for +35 pts.
· May ride a warhorse (+10 pts), which can have barding
(+4 pts).
· May choose magic items from the Common or Kislev
magic items lists, with a maximum total value of 50 pts.
Snow Maiden
| Snow Maiden |
Points/model: 65
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Snow Maiden |
4
|
4
|
3
|
4
|
3
|
2
|
3
|
2
|
8
|
| Warhorse |
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
Equipment: Hand weapon.
Magic: A Snow Maiden is a Level 1 Wizard. She may only cast
spells from the Lore of Ice.
Options:
· May wear either light armor (+2 pts), or heavy armor
(+4 pts).
· If not wearing armor, she may be upgraded to a Level
2 Wizard for +35 pts.
· May ride a warhorse (+15 pts), which can have barding
(+6 pts).
· May choose magic items from the Common or Kislev
magic items lists, with a maximum total value of 50 pts.
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